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==Stats== | ==Stats== | ||
Each unit and hero has several stats: | Each unit and hero has several stats: | ||
*[[file:icons.png|30px]] - all icons | |||
*[[file:power_icon2.png|30px]] Power - their power; this is also their energy cost | *[[file:power_icon2.png|30px]] Power - their power; this is also their energy cost | ||
*[[file:attack_icon.png|30px]] Attack - their attack power | *[[file:attack_icon.png|30px]] Attack - their attack power |
Revision as of 02:36, 18 May 2023

Glyphmaster’s Gateway is a two-player card game where players go head to head to push the most units through a magical gateway.
The Great Purge was a multinational effort to exterminate all magic users on Galwyndor. After decades of ruthless killing that would signal the end of the 3rd Great War, two vast armies set upon the last of the Draol, a mage named Atury. The Glyphmaster. Desperately trying to escape his fate, the Glyphmaster opened a Keldra Gateway, a complex spell that was beyond his abilities. The two armies followed Atury and his disciples into the portal, suddenly finding themselves in a strange land called Errod, which turned out to be another world entirely. Twenty years later, the Gateway has mysteriously reopened, and players must fight their way back to Galwyndor before it closes.
It is played on a 5×5 grid with players on opposites sides of the game board. Each player uses 1 of 5 possible decks, each with a different specialization (Sorcery, Champion, Divine, Engineering, Artifice). Each deck consists of 43 cards.
The game was never intended to be a CCG, however, the variety of cards allow for possible expansions in the future.
Deck Structure
Each deck consists of 55 cards made up of the following types:
- 4 Heroes
- 5 Glyphs
- 25 Units (20 craft units and 5 universal)
- 13 Spells/Abilities
- 8 Equipment
Winning Conditions
The object of the game is to get as much power through the Gateway as possible. This is done by adding up the power of every unit through the gateway. The player with the greatest power through the gateway at the end of play is the winner. The game is over under the following conditions:
- A player can make no possible moves during their turn, to include drawing a card.
- A player's units or heroes are all dead or teleported.
Actions
During each player's turn, they have 8 energy points they can perform (unless a card gives or removes a number of energy points they may take). Each of the following actions cost 1 energy unless otherwise specified:
- Maneuvering a unit or hero
- Attacking
- Drawing a card
- Equipping an item
The following actions range in energy cost needed to perform the action:
- Bringing a unit or hero onto the battlefield
- Using an ability
During a turn, a player may use up to all their actions, in any order. Unused AP do not carry over to their next turn, but some may be used to cast spells or abilities during their opponent's turn (Instants). A unit may only maneuver once per turn and attack once per turn unless something gives the player the ability to do otherwise. Units brought onto the battlefield cannot maneuver or attack during the same turn.
Stats
Each unit and hero has several stats:
- all icons
Power - their power; this is also their energy cost
Attack - their attack power
Defend - their defending power
Range - how far they can attack
Maneuver - how far they can maneuver
During an attack, the unit with the higher points (attack for the attacker, defense for the defender) wins. The other unit is killed, and removed from play. If both attack and defense are equal, nothing happens. Multiple units can attack the same target; the defending player decides how to defend.
Card Types
There are several card types used by each craft:
Heroes
Heroes are units with special abilities. Each craft has four hero cards.
Glyphs
Glyphs provide powerful magical abilities. Each craft has 5 unique glyphs to utilize.
Units
Units are the maneuver forces one must use to attack and defend, and ultimately push through the Dreadgate.
Spells and Abilities
Abilities and spells are unique actions for each craft that provide some advantage. Some are instant.
Equipment
Equipment cards can be attached to units to provide some benefit.